1 /* ResidualVM - A 3D game interpreter
2 *
3 * ResidualVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the AUTHORS
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1999-2000 Revolution Software Ltd.
9 * This code is based on source code created by Revolution Software,
10 * used with permission.
11 *
12 * This program is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU General Public License
14 * as published by the Free Software Foundation; either version 2
15 * of the License, or (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25 *
26 */
27
28 #include "engines/icb/p4.h"
29 #include "engines/icb/keyboard.h"
30 #include "engines/icb/mouse.h"
31 #include "engines/icb/debug.h"
32 #include "engines/icb/res_man.h"
33 #include "engines/icb/direct_input.h"
34 #include "engines/icb/main_menu.h"
35 #include "engines/icb/gameover.h"
36 #include "engines/icb/common/px_common.h"
37 #include "engines/icb/stage_view.h"
38 #include "engines/icb/game_script.h"
39 #include "engines/icb/global_switches.h"
40 #include "engines/icb/movie_pc.h"
41 #include "engines/icb/options_manager_pc.h"
42 #include "engines/icb/mission.h"
43
44 #include "common/keyboard.h"
45 #include "common/textconsole.h"
46
47 namespace ICB {
48
49 // Res_open will compute the hash value and store it
50 uint32 font_cluster_hash = NULL_HASH;
51 // Res_open will compute the hash value and store it
52 uint32 sys_font_hash = NULL_HASH;
53
54 int32 gameCycle; // holds current game cycle - ticks up one each cycle
55
56 // The PSX specific code is in p4_psx.cpp
57 // PC specific code is in p4_pc.cpp
58
_stub()59 _stub::_stub() {
60 // setup the stub object
61
62 Zdebug("+constructing stub+");
63
64 // set to level 0
65 stub = 0;
66
67 mode[0] = __no_stub_mode; // engine MUST set a real mode depending upon environment
68
69 Timer_on();
70 cycle_speed = 100;
71 }
72
~_stub()73 _stub::~_stub() {
74 // kill the stub object
75
76 Zdebug("*destructing stub*");
77 }
78
Reset(__stub_modes new_mode)79 void _stub::Reset(__stub_modes new_mode) {
80 stub = 0;
81 mode[stub] = new_mode;
82 }
83
Set_current_stub_mode(__stub_modes new_mode)84 void _stub::Set_current_stub_mode(__stub_modes new_mode) {
85 // force current mode
86
87 mode[stub] = new_mode;
88 }
89
Process_stub()90 void _stub::Process_stub() {
91 // call the mode!
92
93 // Check for pause key .... moved from player::UpdateInputStates so the pause
94 // menu is reachable regardless of the players state (ie in conversation)
95 if (mode[stub] == __mission_and_console) {
96 {
97 if (Read_DI_once_keys(pause_key)) {
98 if (!g_theOptionsManager->HasControl())
99 g_theOptionsManager->StartInGameOptions();
100 return;
101 }
102 }
103 }
104
105 // reset the time equaliser
106 Reset_timer();
107
108 switch (mode[stub]) {
109 case __no_stub_mode:
110 Fatal_error("no stub mode set!");
111 break; // should never happen, all this
112
113 case __toe_on_door:
114 Main_menu();
115 break;
116
117 case __mission_and_console:
118
119 Mission_and_console();
120
121 Fix_time();
122 Update_screen();
123 break;
124
125 case __game_script:
126
127 gs.Process_game_script();
128 break;
129
130 case __shift_mode:
131
132 Headup_debug_switcher();
133 Update_screen();
134 break;
135
136 case __troute:
137
138 break;
139
140 case __set_test:
141
142 break;
143
144 case __font_test:
145
146 break;
147
148 case __stage_view:
149 // REMOVED
150 break;
151
152 case __sequence:
153
154 // Ask to bink to display a frame of the movie
155 int32 ret;
156 ret = g_theSequenceManager->drawFrame();
157
158 // Actions on return value
159 if (ret == NOMOVIE) {
160 // No movie registered (illegal use of this stub mode)
161 Fatal_error("Can't draw movie frame when when no movie registered!");
162 } else if (ret == FINISHED) {
163 // Set any sounds active again
164 g_TimerOn = TRUE8;
165 UnpauseSounds();
166
167 // All done so return to whatever was being done previously
168 Pop_stub_mode();
169 } else if (ret == WAITING) {
170 // This smooths the playback framerate
171 Fix_time();
172 }
173 Update_screen();
174 break;
175
176 case __pause_menu:
177
178 Pause_menu();
179 break;
180
181 case __gameover_menu:
182
183 Gameover_menu();
184 break;
185
186 case __options_menu:
187
188 Fatal_error("__options_menu stub not supported on PC");
189
190 break;
191
192 case __load_save_menu:
193
194 Fatal_error("__load_save_menu stub not supported on PC");
195
196 break;
197
198 case __credits:
199
200 Credits();
201 break;
202
203 case __scrolling_text:
204
205 ScrollingText();
206 break;
207
208 default:
209
210 Fatal_error("unsupported stub mode");
211 break;
212 }
213 }
214
Update_screen()215 void _stub::Update_screen() {
216 // had to be split off to stop screen updates between stub cycles - i.e. sequence to game...
217
218 // Record the next frame of the video if any
219 static uint32 frameNumber = 0;
220 if (g_px->recordingVideo)
221 surface_manager->RecordFrame(pxVString("icb%05d.bmp", frameNumber++));
222
223 // Grab screen shots if required
224 if (Read_DI_keys(Common::KEYCODE_LCTRL) || Read_DI_keys(Common::KEYCODE_RCTRL)) {
225 if (Read_DI_keys(Common::KEYCODE_s)) {
226 // Take a screen grab
227 surface_manager->RecordFrame(pxVString("ScreenShot_%08d.bmp", g_system->getMillis()));
228 }
229 }
230
231 g_icb_mission->flip_time = GetMicroTimer();
232 // FLIP
233 surface_manager->Flip();
234 g_icb_mission->flip_time = GetMicroTimer() - g_icb_mission->flip_time;
235 }
236
Push_stub_mode(__stub_modes new_mode)237 void _stub::Push_stub_mode(__stub_modes new_mode) {
238 // push mode
239
240 stub++;
241 if (stub >= TOTAL_STUBS) {
242 Message_box("Push_stub gone too far %d MAX %d", stub, TOTAL_STUBS);
243 stub = TOTAL_STUBS - 1;
244 }
245 mode[stub] = new_mode;
246 }
247
Pop_stub_mode()248 void _stub::Pop_stub_mode() {
249 // pop mode
250
251 if (stub)
252 stub--;
253 }
254
Return_current_stub()255 __stub_modes _stub::Return_current_stub() {
256 // return the mode
257 // brother jake will know if in floors mode
258
259 return (mode[stub]);
260 }
261
Reset_timer()262 void _stub::Reset_timer() {
263 stub_timer_time = g_system->getMillis();
264 }
265
Timer_off()266 void _stub::Timer_off() {
267 // switch the frame fixer off
268
269 timer = FALSE8;
270 }
271
Timer_on()272 void _stub::Timer_on() {
273 // switch the frame fixer on
274
275 timer = TRUE8;
276 }
277
Return_timer_status()278 bool8 _stub::Return_timer_status() {
279 // return on/off status
280
281 return (timer);
282 }
283
284 } // End of namespace ICB
285